I got it working once, out of the 4times I tried, don't ask me how or why, all I was doing was hammering the copy button on the java console window (to make sure I didn't miss the error) and it worked! (although, ingame it crashed as soon as I fired after picking up the grenade launcher)

Havn't managed to replicate this however.Normally I just get a black framed window, desktop changes to the fullscreen gamma settings, it then bombs out with this :-

I don't know the exact reason behind it, but it's a network problem. The game quits to the menu if the server is timed out. Meaning the client don't recieve any packets from the server within a 5 second timespan.

The next version will not quit to the menu, but instead show a warning message in game.

What system are you running on?

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So this makes the 'java part' (as opposed to the accellerated video part), a lot slower than -15% from the C counterpart doesn't it?

Kind of hard to tell. I don't know how much impact the missing features would have on the fps. How much faster would q3 be with vbos? Who knows.

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Any optimizations still possible in the java code?

Sure. I've only optimized the level renderer. The entity renderer could be optimized. It currently don't do any state sorting. It uses opprox 15-20% of the frame time. The bezier collision detection is also very slow, as it generates an insane amount of brushes and planes.

>The bezier collision detection is also very slow, as it>generates an insane amount of brushes and planes.

Q3 uses subdivisions 80 for the physics part regardless of the visual subdivision setting. The bounding boxes of the players are axis aligned BBs. The collision detection of player vs patch was optimized several times and now it only seems to kick in whenever you are sliding along a curve.

I don't know the exact reason behind it, but it's a network problem. The game quits to the menu if the server is timed out.

Don't count on it. I get the same behaviour but it seems to be caused by the org.lwjgl.opengl.OpenGLException: Invalid operation (1282) stuff (as mentioned before in this thread).Win XP, ATI Radeon9700pro...maybe it's a problem with ATI!?

First off I've removed drawRangeElements alltogether. They seem to cause a native crash on some nvidia cards. In particular those with the latest drivers. This I hope will fix the "it craps out before the menu is shown" bug.

I've tried to fix the "It returns to the menu after a few seconds bug", by ignoring OpenGL errors. Hopefully the errors are not critical and the game will keep on ticking.

So if you've had any of those problems, please try again and report back

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